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Post 30 Mar 2016, 11:45 am

THE RULES

Standard Diplomacy rules apply unless contradicted below.

1. The Map:

1.1 Wrap-around world map
Arrows indicate those areas that are split and straddle both the east and west sides of the map. Units can be placed on either side of the map, so pay attention!

1.2 Territorial Features

1.2.1 Multiple Coasts
Multiple-coast territories, land bridges and canals work the same way as in the standard map. Fleets occupying a territory with multiple coasts are considered to occupy the whole territory, but may only move or support territories directly adjacent to the coast they are on.

1.2.2 Land Bridges
Land bridges work the same way as in the standard map. Any unit may travel from one territory to another via the land bridge.

1.2.3 Canals
Canals work the same way as in the standard map. They allow access from one sea zone to another, but any units passing through must stop at the canal first. For example, if a fleet wishes to travel from the Eastern Mediterranean Sea to the Red Sea, they must first pass through Sinai.

1.2.4 Island Territories
Island territories are sea zones with pieces of land within them (ex. Diego Garcia, New Caledonia). These territories can be occupied by any unit. Fleets can occupy the zone and convoy through it. Note that these territories differ from actual islands (ex. Jamaica, Madagascar, Taiwan), which you cannot convoy through.

1.3 The poles
The North Pole and South Pole territories can be occupied by wings or fleets. Fleets cannot remain in the territory during the autumn/winter season. If the fleet has not exited the pole by the end of the fall turn, it will be forced to retreat back to the space it entered from. If that space is occupied, the fleet is disbanded. Wings may remain in the territory through the winter season.

1.4 Neutral Supply Centers
Some neutral supply centers may start with a “garrison” unit. This unit behaves as would an army in civil disorder in a standard game. It requires support to dislodge; it may receive support, and if dislodged it retreats off the board. In some cases, there may be more than one neutral unit in adjacent territories. These units may support each other, requiring additional units to break their defenses.

1.5 Impassable Zones
The Caspian Sea and Himalayas are impassable zones. No units may pass through them except wings (see section 2.1.2).

1.6 Supply Centers
Supply centers are indicated on the map with a white or gray circle. White circles are owned centers. Light gray circles are neutral, or unowned, centers. Dark gray circles indicate the city is under bombardment.

1.6.1 Bombarded Centers
Bombarded centers still count as being owned by the controlling nation, but they do not provide support for units.

1.7 Voting Centers
Supply centers designated by a star on the map are called Voting Centers. Each of these centers count as supply centers and add one UN vote (see below) to the controlling nation.

1.7.1 Gold Stars
Capital cities are designated by a gold star. This vote is passed only upon the elimination of that capital’s original player. For example, if Mexico has lost all of its centers except for one in Galapagos, the Mexican player still retains their vote. The power that controls Mexico City does not get an extra vote in the UN until after Mexico is eliminated from the game.

1.7.2 Red stars
These centers are neutral at the beginning of the game. The power that controls the star during the winter phase controls the vote.

1.7.3 White stars
These stars have been nuked (see section 2.2.3). They count as votes but do not count as a supply center. At the discretion of the GM, white stars may be partially colored with either gold or red to indicate whether their vote transfers upon capturing. White-gold indicates a capital city whose vote does not yet transfer; white-red indicates a vote that transfers. (Note: I use Light Vertical fill for this purpose.)

1.7.4 Gray stars
These stars are under bombardment (see section 1.6.1). Similar to nuked stars, these stars may be partially colored with Red or Gold to indicate vote transfer status. UN voting rights are not affected by the bombardment.

1.8 Game Information Tables

1.8.1 Vote Requirements Table
This table is displayed somewhere on the map, usually in the upper left corner, and indicates how many votes a certain coalition requires to win the game. See section 5 for more information on what this means.

1.8.2 Classification Table
This table is displayed somewhere on the map, usually in the upper right corner, and lists each nation in the game with information for each. This information includes, but may not be limited to, the following:

    [Country] Country Name
    [Cities] # of Supply/Voting Centers that country owns, including bombarded cities
    [Votes] # of UN votes that country owns
    [BB’s] # of Banked Builds that country owns
    [Range] Nuclear missile range (if blank, country cannot build nukes)
    [Adj.] Winter Adjustment count (after Fall/Autumn turns only)

2. Special Units

2.1 Wings

2.1.1 Building
A wing unit may be built in the same manner as an army or fleet.

2.1.2 Movement
Wing units move and support in the same manner as armies and fleets. Wings may fly over land, water, the north and south poles, and over impassable areas such as the Himalayas and the Caspian Sea.

2.1.3 Bombardment
Wings cannot take control of foreign supply centers. Should a wing unit occupy an enemy supply center during a fall season, that SC is under bombardment. See section 1.6.1.

2.1.4 Airlifting
Wings may airlift armies or nukes. This functions the same as a fleet’s convoy ability. Any number of wings and fleets may combine to form a single convoy/airlift chain.

2.2 Nukes

2.2.1 Building

2.2.1.1 Nuke-In-Production
To build a nuke, one must issue a build nuke order for two consecutive winter seasons. It is not necessary to name the build location until the second winter, but that center must be empty when the nuke is placed. During the spring and fall seasons in between, this unit counts as a unit on the board for the purposes of determining how many units your supply centers can support.

2.2.1.2 Expedited Production
The building of a nuke may be expedited by spending a previously banked build (see below). Doing so allows the nuke to be built in one season. Note that if the build order indicates a supply center during the first season of nuke production, it is assumed by the GM that a banked build should be used to expedite the process if one is available unless otherwise noted in the orders.

2.2.2 Movement
Nukes may be moved or convoyed from the place where they are built in the same manner as armies. Nukes have zero offensive power when moving and may not be supported in their move. Nukes also have a defensive power of 0, and as they may not be supported, can be dislodged by any attacking force.

2.2.3 Firing
You may fire a nuke at any land or sea zone within range. Firing nukes at a target should be designated with one or more “!”. This attack occurs prior to any unit movement. As such, any units struck by nuke attack are immediately removed before other orders are followed. Any orders made by such units are void. A nuclear strike renders the target territory impassable for the duration of the season. Supply centers in the target area are destroyed, and may no longer support any units.

2.2.4 Range

2.2.4.1 Starting Range
From the start of the game, only selected powers can build nukes. These powers are listed below, along with the starting range:

    USA = Unlimited range
    Russia = Unlimited range
    United Kingdom = 5 Spaces
    France = 5 Spaces
    China = 7 Spaces
    North Korea = 3 Spaces
    Israel = 3 Spaces
    Pakistan = 3 Spaces
    India = 3 spaces

2.2.4.2 Default Range
A power that acquires nuclear technology through a trade (see below) starts with a range of 3.

2.2.4.3 Extending Range
Powers may increase nuclear range by spending a banked build (see Section 3.2) during a winter season. For each banked build spent in this manner, the range increases by 1. Powers can pass a build and immediately spend that build on increasing range. Note: this is the only action which can be immediately done upon passing on a build.

3. Technology

3.1 Nuclear Technology
Some nations begin the game with the ability to build nukes. These nations are listed in section 2.2.4.1 along with their initial range.

3.1.1 Trading
Nuclear technology can be traded. When these secrets are traded to another, news that a nation received nuclear technology and the name of the donor will become public.

Recipient nations can offer anything and sending nations can demand anything for the technology, provided it meets the rules of the game. While a power could offer a supply center uncontested, which is a legal move, they cannot ask the GM to switch control of the supply center, as this would not be a legal move. Other options include trading banked builds, offering military or diplomatic support or agreeing to vote for various coalitions.

Both the sending and receiving nations must submit appropriate orders for the trade to occur (you can’t trade nuclear secrets unless both people show up to the meeting!).

Each donor nation can only make one trade per year. Trades can only occur during a spring season.

3.2 Banked Builds
Banked builds are earned by passing on a build.

3.2.1 Trading
Banked builds may be traded. The sending nation may transfer up to the number of BB’s they own in any given season. They may send all or part to any one nation or split the BB’s among multiple nations. Only the sending nation needs to indicate the trade in their orders. Trades can only occur during a spring season.

3.2.2 Banked Builds and Units
Banked builds may *not* be used to build additional units.

4. Adjudication Rules

4.1 Order of Adjudication
Nuclear strikes occur first in any season in which they are ordered. As such, any units within the target location of a nuclear strike is obliterated prior to any move or support orders they were given, voiding those orders.

4.2 Retreats
Retreats occur in the Summer and Autumn phases, typically 24 hours after a Spring or Fall turn. In the event of a missed retreat, default retreats will be made in the following order:
    1) Owned supply center
    2) Neutral supply center
    3) Foreign supply center
    4) Closest space to any owned supply center
Any ties above will be decided alphabetically.

4.2.1 Exception #1
During an Autumn retreat phase, if the retreating nation is to be eliminated during the following Winter phase, the GM may disband the unit by default instead.

4.2.2 Exception #2
If an NRR occurs immediately following an NMR, the GM may disband the unit by default instead.

4.3 Adjustments

4.3.1 Chaos builds
NWO uses chaos build procedures. Builds may be made on any owned and unoccupied center.

4.3.2 Default builds
Default builds will be used in the event of a missed build. The default units are assumed to be armies except for those powers whose capital cities exist on an island. These nations will default to fleets. This list includes, but is not limited to Cuba, United Kingdom, Sri Lanka, Japan, Indonesia, Australia, and Philippines.

Players may change their default build to army, fleet or banked build at any time by notifying the GM.

Default builds will be made in the first available city by alphabetical order. In the case of fleet defaults, all available ports alphabetically, then armies in non-port centers should no ports be available.

4.3.3 Default disbands
Default disbands will be made in the following order:
    1) Unit furthest from any owned supply center
    2) Units furthest from any voting centers
    3) Units furthest from foreign-owned supply centers
Any ties above will be decided alphabetically.

5. End Game Procedures:

5.1 Nominations
After nine game years, each nation will be allowed to nominate a three-power coalition due at the time of the winter adjudication of the ninth year. These coalition may consist of any three nations still considered to be active within the game. Each nation may only nominate one coalition. Nominations are anonymous. The GM will post all coalitions nominated along with winter results.

5.2 Voting
Votes are due at the same time as spring orders following the winter nomination cycle. The GM will post voting results at the same time as, or prior to, the spring results but not before the spring deadline. All votes are revealed at this time, and are not anonymous.

5.2.1 Allocation
Players may vote yes or no to any number of proposals. All of the player’s votes are allocated to all coalitions to which the player voted yes. Players cannot allocate partial amounts of votes to a coalition; it is all or nothing.

5.2.2 Abstentions
Abstentions are not permitted. During the first two years of voting, a failure to vote will be considered “no” votes for all coalitions. Thereafter, abstentions become “yes” votes for all coalitions. During any voting season in which a nation only indicates “yes” votes in their orders will be considered to have voted “no” to any unnamed coalitions.

5.3 Classifications
Each nation is assigned a “power classification from “A” to “E”. This classification is based on the initial size of the power. Proposed coalitions will require a number of votes based on the combination of classifications in the coalition. Powers with a higher classification will need more votes to win. The total number of votes required for a given coalition is provided in the Votes Requirement Table (see section 1.8.1).

5.4 Winning
When a coalition receives the number of votes required, the game is over and that trio splits the win evenly. Should more than one trio have enough votes to end the game the following tie breakers will be used:

    1) The Coalition that has won by the largest margin more than required.
    2) The Coalition owning the most supply centers combined.
    3) The Coalition holding the most UN votes between themselves.
    4) The Coalition with the FEWEST nukes on the map plus nukes in production plus banked credits.
    5) The Coalition nominated first.

6. Player and GM Responsibilities

6.1 Writing Orders
When writing your orders, please create a new email and include the following information in the headline:

    1. Game Name or Abbreviation (ie. TQA)
    2. Your country
    3. Season/year
    4. Version number if applicable

For example:
TQA China Spring 2010
or
TQA China Spring 2010 v2 (for second set of orders)

By following this procedure, your orders are far more likely to be seen by the GM. If you simply reply to an email sent by the GM, it may get lost in a slew of other emails.

The GM should attempt to reply to all orders with a “Received” message. This is not guaranteed. At the beginning of the game, the GM should inform the players what the expectation of receiving such emails will be for that game.

6.2 Adjudication Schedule
The deadline for all phases will be provided by the GM. Typically, movement phases (Spring and Fall) will occur on Tuesdays at a time convenient to the GM. Retreat phases (Summer and Autumn) will be due 24 hours after the movement phases. Adjustment phases (Winter) will be due 24 hours after the Autumn retreat phases or 48 hours after the Fall movement phase if there is no Autumn phase.

6.2.1 Delays
Deadlines may be extended or delayed at the discretion of the GM.

6.3 Adjudication Error Correction Rules
Each player has until the next adjudication or 48 hours, whichever comes first, to point out any errors on the map or country charts. Any errors not pointed out in that time frame become permanent. The GM may allow extra time at his/her own discretion.
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Post 30 Mar 2016, 1:50 pm

No terrorists this year huh? :-)
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Post 30 Mar 2016, 4:24 pm

mshields wrote:No terrorists this year huh? :-)


Nope. It's still in the rules on my website, but they are optional and I've decided not to do them this year. Could be something we bring back in the future if there is a desire. I also started working in an idea for using nuclear subs, but that will not be in this year's game either.
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Post 31 Mar 2016, 6:48 am

Can I just say I HATE the Ukraine's position. In many areas a person can bounce the first years neighbor to avoid them threatening your home sc. Ukraine cannot if Russia chooses to send both their armies in their direction. I wish this could be altered or that the Ukraine not added.
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Post 31 Mar 2016, 7:01 am

crawdadr wrote:Can I just say I HATE the Ukraine's position. In many areas a person can bounce the first years neighbor to avoid them threatening your home sc. Ukraine cannot if Russia chooses to send both their armies in their direction. I wish this could be altered or that the Ukraine not added.


Yea, it's not ideal. Maybe we could merge Ukraine with Serbia and start with Romania.
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Post 31 Mar 2016, 7:27 am

I would say it is the army in VOL that is the problem. A couple of options I could see is changing it to a fleet, moving it to Archangle and making it a fleet, Adding ODE to Ukraine with a wing. Or cut the space Kiev in two and create a space called Dunbass.

I kind of like the last option since Russia can still threaten Ukraine but cannot do it with two units first turn.


Oh and I hope I am not making problems late in the process. Just an observation.
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Post 31 Mar 2016, 8:59 am

No problem at all. Some changes can still be made, but I am waiting to see the final numbers look like. I have already made a few changes in some areas in regards to starting units and positions. A couple more could certainly still happen.
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Post 31 Mar 2016, 1:00 pm

We should remember that any changes cut both ways. It wasn't all that long ago that we saw a combined coalition of Sweden/Poland/Ukraine all go for Russia from the outset and kill him off. Granted, this kind of thing is rare, but nevertheless we should be wary of arbitrarily weakening Russia's options based solely on a view of one map region. Russia has a huge amount of problems and an equal number of opportunities. Changing the balance can have unforeseen consequences. This is not to say that it shouldn't be done, but it needs thought.
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Post 31 Mar 2016, 3:51 pm

crawdadr wrote:I would say it is the army in VOL that is the problem. A couple of options I could see is changing it to a fleet, moving it to Archangle and making it a fleet, Adding ODE to Ukraine with a wing. Or cut the space Kiev in two and create a space called Dunbass.

I kind of like the last option since Russia can still threaten Ukraine but cannot do it with two units first turn.


I don't think I would change VOL to a fleet. I think that would just make Russia even more likely to attack Ukraine, because there's really not a lot else to do with that fleet. Plus it weakens Turkey somewhat if Russia has a fleet.

I like the idea of starting them at 2 with a wing in Odessa, but that probably hurts Serbia a bit.
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Post 07 Apr 2016, 10:35 am

Sendric wrote:THE RULES

1.2 Island territories
Island territories are sea zones with pieces of land within them (ex. Diego Garcia, New Caledonia). These territories can be occupied by any unit. Fleets can occupy the zone and convoy through it. Note that these territories differ from actual islands (ex. Jamaica, Madagascar, Taiwan), which you cannot convoy through.


Just to make sure I'm not misunderstanding how this works -

So these are sea spaces, which means that you can't move armies into our out of them under their own power, if they are directly adjacent to a land space, right?

So I cannot move directly from Ecuador to Galapagos with the army, because Galapagos is a sea space. But I already owned Galapagos, it would be legal to build an army there. Or if I had a fleet in the Gulf of Panama, I could convoy the army from Ecuador to Galapagos, yeah? Same deal with Reunion/Madagascar and Okinawa/Taiwan.

OTOH, you can move directly in and out of Zanzibar with an army because those are marked as adjacent by the red lines on the map, yeah?
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Post 08 Apr 2016, 6:16 am

mshields wrote:
Just to make sure I'm not misunderstanding how this works -

So these are sea spaces, which means that you can't move armies into our out of them under their own power, if they are directly adjacent to a land space, right?

So I cannot move directly from Ecuador to Galapagos with the army, because Galapagos is a sea space. But I already owned Galapagos, it would be legal to build an army there. Or if I had a fleet in the Gulf of Panama, I could convoy the army from Ecuador to Galapagos, yeah? Same deal with Reunion/Madagascar and Okinawa/Taiwan.

OTOH, you can move directly in and out of Zanzibar with an army because those are marked as adjacent by the red lines on the map, yeah?


Yes, you are correct on all counts.
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Post 22 Apr 2016, 9:17 am

Minor tweak to rule 1.4 has been added to indicate the ability of adjacent neutral units to support one another.
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Post 04 May 2016, 10:47 am

Updated Rule 1.2 to help clarify the rules regarding multiple coasts, canals and land bridges. All of these features work the same as the original map, but I do get a lot of questions about them. Hopefully this helps answer those questions.